Outerra forum

Outerra Engine => Ideas & Suggestions & Questions => Topic started by: KingRevoker on June 29, 2013, 08:31:40 pm

Title: Grass deformation/air physics
Post by: KingRevoker on June 29, 2013, 08:31:40 pm
Example: Helicopter takes off over grasslands, grass would lay down from wind.
Title: Re: Grass deformation/air physics
Post by: PytonPago on June 30, 2013, 04:47:41 am
Example: Helicopter takes off over grasslands, grass would lay down from wind.

 or just wave violently ...
Title: Re: Grass deformation/air physics
Post by: ZeosPantera on June 30, 2013, 11:21:36 am
I think the grass is still using the ocean wave scripting. A totally different method should be enabled.
Title: Re: Grass deformation/air physics
Post by: PytonPago on June 30, 2013, 05:31:54 pm
I think the grass is still using the ocean wave scripting. A totally different method should be enabled.

makes me think about Fobinaci ..  :D
Title: Re: Grass deformation/air physics
Post by: KingRevoker on July 01, 2013, 07:49:34 pm
Also things like the grass laying over after a vehicle passes over it would be nice to see.

If the grass is using the ocean scripting then I assume it is just a placeholder and that they are planning to do more with the grass.
Title: Re: Grass deformation/air physics
Post by: PytonPago on July 02, 2013, 01:29:47 am
I think, they have it in mind whyte the biomes and weather packages ... they have to create an entirely new way of handling those many and different plants in certain weather conditions, so the third-party forces would be added on top of that ? ...  so why stop on helis and cars ? .. it could lay down even by walking of persons and animals (would be interesting to hunt then, just whyte some intensity level according to the size of the animal), from jets at landing (propeller-planes too) and rockets at fire ... actually, if the force app gets done, why not getting "mass" to everything, that would not only set the proper terrain deformation (that is planned - terrain condition dependent), but interact whyte the flora also (whyte so much intensity-diversity, the reality of that outcome would be neat). Not sure if it will drain the CPU doe. :D ... the Far Cry/Crysis simplified way is there too, but im not sure if it would be as realistic (would need a lot of tweaking for each plant, where for this reality based math approach, it just would work everywhere and in real-time force intensity) and how it would act in OTs procedural approach. 

https://www.youtube.com/watch?v=KcDWD-2rACQ (https://www.youtube.com/watch?v=KcDWD-2rACQ)

... and whyle were there - Fires ! Based on recent and actual weather conditions and plant types, not limited to few meters, so catastrophes can happen :

(http://apod.nasa.gov/apod/image/0011/fires_mccolgan_big.jpg)

... thats what it needs.  :D
Title: Re: Grass deformation/air physics
Post by: Jagerbomber on July 02, 2013, 05:20:19 pm
BAMBI NOOOOOOOOO!!!